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Slay the Spire Wiki
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Relics found throughout the Spire grant unique bonuses and remain throughout your run. They can be found by defeating powerful foes or within chests.

Collection


Starter: Characters can start with these relics.

Burning Blood: At the end of combat, heal 6 HP. Cracked Core: At the start of each combat, Channel 1 Lightning. Ring of the Snake: At the start of each combat, draw 2 additional cards.


Common: Weak relics that are found commonly.

Anchor: Start each combat with 10 Block. Ancient Tea Set: Whenever you enter a Rest Site, start the next combat with 2 Energy. Art of War: If you do not play any Attacks during your turn, gain an extra Energy next turn. Bag of Marbles: At the start of each combat, apply 1 Vulnerable to ALL enemies. Bag of Preparation: At the start of each combat, draw 2 additional cards. Blood Vial: At the start of each combat, heal 2 HP. Bronze Scales: At the start of each combat, gain 3 Thorns. Centennial Puzzle: The first time you lose HP each combat, draw 3 cards. Data Disk: Start each combat with 1 Focus Dream Catcher: Whenever you rest, you may add a card to your deck. Happy Flower: Every 3 turns, gain 1 Energy. Juzu Bracelet: Regular enemy combats are no longer encountered in ? rooms. Lantern: Gain 1 Energy on the first turn of each combat. Oddly Smooth Stone: Start each combat with 1 Dexterity. Omamori: Negate the next 2 Curses you obtain. Orichalcum: If you end your turn without Block, gain 6 Block. Pen Nib: Every 10th Attack you play deals double damage. Potion Belt: Upon pickup, gain 2 Potion slots. Red Skull: While your HP is at or below 50%, you have 3 additional Strength. Regal Pillow: Heal an additional 15 HP when you Rest. Snecko Skull: Whenever you apply Poison, apply an additional 1 Poison. Strawberry: Raise your Max HP by 7. The Boot: Whenever you would deal 4 or less unblocked Attack damage, increase it to 5. Tiny Chest: Gain 30 Gold. You are 10% more likely to find treasure in ? rooms. Vajra: Start each combat with 1 Strength. War Paint: Upon pick up, Upgrade 2 random Skills. Whetstone: Upon pick up, Upgrade 2 random Attacks.


Uncommon: Stronger relics which appear less often than common relics.

Blue Candle: Curse cards can now be played. Playing a Curse will make you lose 1 HP and Exhausts the card. Bottled Flame: Upon pick up, choose an Attack card. At the start of each combat, this card will be in your hand. Bottled Lightning: Upon pick up, choose a Skill card. At the start of each combat, this card will be in your hand. Bottled Tornado: Upon pick up, choose a Power card. At the start of each combat, this card will be in your hand. Darkstone Periapt: Whenever you obtain a Curse, increase your Max HP by 6. Frozen Egg: Whenever you add a Power card to your deck, it is Upgraded. Gold-Plated Cables: Your rightmost Orb triggers an additional time. Gremlin Horn: Whenever an enemy dies, gain 1 Energy and draw 1 card. Kunai: Every time you play 3 Attacks in a single turn, gain 1 Dexterity. Letter Opener: Every time you play 3 Skills in a single turn, deal 5 damage to ALL enemies. Matryoshka: The next 2 chests you open contain 2 Relics Meat on the Bone: If your HP is at or below 50% at the end of combat, heal 12 HP. Mercury Hourglass: At the start of your turn, deal 3 damage to ALL enemies. Molten Egg: Whenever you add an Attack card to your deck, it is Upgraded. Mummified Hand: Whenever you play a Power, a random card in your hand costs 0 for the turn. Ninja Scroll: Start each combat with 3 Shivs in hand. Ornamental Fan: Every time you play 3 Attacks in a single turn, gain 4 Block. Pantograph: At the start of boss combats, heal 25 HP. Paper Krane: Enemies with Weak deal 50% less damage rather than 25%. Paper Phrog: Enemies with Vulnerable take 75% more damage rather than 50%. Pear: Raise your Max HP by 10. Question Card: On future Card Reward screens you have 1 additional card to choose from. Runic Dodecahedron: If your HP is full, gain 1 Energy at the start of each turn. Self-Forming Clay: Whenever you lose HP in combat, gain 3 Block next turn. Shuriken: Every time you play 3 Attacks in a single turn, gain 1 Strength. Singing Bowl: When adding cards to your deck, you may gain +2 Max HP instead. Smiling Mask: The merchant's card removal service now always costs 50 Gold. Symbiotic Virus: At the start of each combat, Channel 1 Dark. The Courier: The merchant no longer runs out of cards, relics, or potions and his prices are reduced by 20%. Toxic Egg: Whenever you add a Skill card to your deck, it is Upgraded.


Rare: Unique and powerful relics which are rarely seen.

Bird-Faced Urn: Whenever you play a Power, heal 2 HP. Calipers: At the start of your turn, lose 15 Block rather than all of your Block. Champion Belt: Whenever you apply Vulnerable, also apply 1 Weak. Charon's Ashes: Whenever you Exhaust a card, deal 3 damage to ALL enemies. Dead Branch: Whenever you Exhaust a card, add a random card to your hand. Du-Vu Doll: For each Curse in your deck, start each combat with 1 additional Strength. Emotion Chip: At the start of each turn, if you took any damage last turn, trigger the passive ability of all of your Orbs Gambling Chip: At the start of each combat, discard any number of cards then draw that many. Ginger: You can no longer become Weakened. Girya: You can now gain Strength at Rest Sites Ice Cream: Energy is now conserved between turns. Incense Burner: Every 5 turns, gain 1 Intangible. Magic Flower: Healing is 50% more effective during combat. Mango: Raise your Max HP by 14. Old Coin: Upon pickup, gain 300 Gold. Peace Pipe: You can now remove cards from your deck at Rest Sites. Prayer Wheel: Normal enemies drop an additional card reward. Shovel: You can now Dig for loot at Rest Sites. Sundial: Every 3 times you shuffle your draw pile, gain 2 Energy. The Specimen: Whenever an enemy dies, transfer any Poison it has to a random enemy. Thread and Needle: At the start of each combat, gain 5 Plated Armor. Tingsha: Whenever you discard a card during your turn, deal 3 damage to a random enemy for each card discarded. Torii: Whenever you would receive 5 or less unblocked Attack damage, reduce it to 1. Tough Bandages: Whenever you discard a card during your turn, gain 3 Block. Turnip: You can no longer become Frail. Unceasing Top: Whenever you have no cards in hand during your turn, draw a card.


Boss: Relics found only within Boss chests.

Astrolabe: Upon pickup, choose and Transform 3 cards, then Upgrade them. Black Blood: Replaces Burning Blood. At the end of combat, heal 10 HP. Black Star: Elites drop an additional relic when defeated. Busted Crown: Gain 1 Energy at the start of each turn. On Card Reward screens, you have 2 fewer cards to choose from. Calling Bell: Obtain 3 Curses and 3 Relics. Coffee Dripper: Gain 1 Energy at the start of each turn. You can no longer Rest at Rest Sites. Cursed Key: Gain 1 Energy at the start of each turn. Whenever you open a non-boss chest, obtain a Curse. Ectoplasm: Gain 1 Energy at the start of each turn. You can no longer gain Gold. Empty Cage: Upon pickup, remove 2 cards from your deck. Eternal Feather: For every 5 cards in your deck, heal 2 HP whenever you enter a Rest Site. Frozen Core: Replaces Cracked Core. If you end your turn with empty Orb slots, Channel 1 Frost. Fusion Hammer: Gain 1 energy at the start of each turn. You can no longer Smith at Rest Sites. Inserter: Every 2 turns, gain 1 Orb slot. Lizard Tail: When you would die, heal to 50% of your Max HP instead (works once). Mark of Pain: Gain 1 Energy at the start of each turn. Start combats with 2 Wounds in your draw pile. Nuclear Battery: At the start of each combat, Channel 1 Plasma. Orrery: Choose and add 5 cards to your deck. Pandora's Box: Transform all Strikes and Defends. Philosopher's Stone: Gain 1 Energy at the start of each turn. ALL enemies start with 2 Strength. Ring of the Serpent: Replaces Ring of the Snake. At the start of your turn, draw 1 card. Runic Cube: Whenever you lose HP, draw 1 additional card. Runic Dome: Gain 1 Energy at the start of each turn. You can no longer see enemy Intents. Runic Pyramid: At the end of your turn, you no longer discard your hand. Snecko Eye: Draw 2 additional cards each turn. Start each combat Confused. Sozu: Gain 1 Energy at the start of each turn. You can no longer obtain potions. Tiny House: Obtain 1 potion. Gain 30 Gold. Raise your Max HP by 5. Obtain 1 card. Upgrade 1 random card. Velvet Choker: Gain 1 Energy at the start of each turn. You cannot play more than 6 cards per turn. White Beast Statue: Potions always drop after combat.


Event: Relics which can only be obtained through events.

Bloody Idol: Whenever you gain Gold, heal 5 HP. Cultists Headpiece: You feel more talkative Enchiridion: At the start of each combat, add a random Power card to your hand. It costs 0 until the end of turn. Face of Cleric: Raise your max HP by 1 after each combat. Golden Idol: Enemies drop 25% more Gold. Gremlin Visage: Start each combat with 1 Weak. Mark of the Bloom: You can no longer heal. N'loth's Hungry Face: The next non-boss chest you open is empty. Necronomicon: The first Attack played each turn that costs 2 or more is played twice. When you take this relic, become Cursed. Neow's Lament: Enemies in your first 3 combats will have 1 HP. Nilry's Codex: At the end of each turn, you can choose 1 of 3 random cards to shuffle into your draw pile. Nloth's Gift: Triples the chance of receiving rare cards as monster rewards. Odd Mushroom: When Vulnerable, take 25% more damage rather than 50%. Red Mask: At the start of each combat, apply 1 Weak to ALL enemies. Ssserpent Head: Whenever you enter a ? room, gain 50 Gold. Spirit Poop: It's unpleasant.


Shop: Relics which can only be purchased from the Merchant.

Cauldron: When obtained, brews 5 random potions. Clockwork Souvenir: At the start of each combat, gain 1 Artifact. Dolly's Mirror: Upon pickup, obtain an additional copy of a card in your deck. Frozen Eye: When viewing your Draw Pile, the cards are now shown in order. Hand Drill: Whenever you break an enemy's Block, apply 2 Vulnerable. Lee's Waffle: Upon pickup, raise your Max HP by 7 and heal all of your HP. Meal Ticket: Whenever you enter a shop room, heal 7 HP. Medical Kit: Status cards can now be played. Playing a Status will Exhaust the card. Membership Card: In future acts, shops appear 50% more often Orange Pellets: Whenever you play a Power, Attack and Skill in the same turn, remove all of your Debuffs. Runic Capacitor: Start each combat with 3 additional Orb slots. Sling of Courage": Start each Elite combat with 2 Strength. Strange Spoon: Cards which Exhaust when played will instead discard 50% of the time. The Abacus: Gain 6 Block whenever you shuffle your draw pile. Toolbox: At the start of each combat, add a random colorless card to your hand. Toy Ornithopter: Whenever you use a potion, heal 3 HP. Twisted Funnel: At the start of each combat apply 4 Poison to ALL enemies

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